HD: This is the total number of six-sided (d6) Hit Dice the faerie beast possesses, each of which gains a Constitution modifier, as normal.

Base Attack: This is the faerie beast's base attack bonus. A faerie beast's base attack bonus is equal to 3/4 its HD. Faerie beasts do not gain additional attacks using their natural weapons for a high base attack bonus.

Fort/Ref/Will: These are the faerie beast's base saving throw bonuses. A faerie beast has good Reflex and Will saves.

Skills: This lists the animal's total skill ranks. Faerie beasts can assign skill ranks to any skill. If a faerie beast increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. A faerie beast cannot have more ranks in a skill than it has Hit Dice. The faerie beast considers the following to be class skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device.

Feats: This is the total number of feats possessed by a faerie beast. Faerie beasts can select any feats for which they meet the prerequisites, although they might be unable to utilize some feats (such as Martial Weapon Proficiency). Note that faerie beasts cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.

Natural Armor Bonus: The number noted here is an improvement to the faerie beast's existing natural armor bonus.

Dex/Cha Bonus: Add this value to the faerie beast's Dexterity and Charisma scores.

Evolution Points: The value given in this column is the total number of points in the faerie beast’s evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the faerie beast. Whenever the feywardengains a level, the number in this pool increases and the feywarden can spend these points to change the abilities of the faerie beast. These choices are not set. The feywarden can change them whenever he gains a level. The faerie beast can select any eidolon evolutions it meets the prerequisites for, counting as an eidolon with a summoner of a level equal to the feywarden's class level. For the purposes of selecting evolutions, the faerie beast counts as having the base form most closely resembling its natural shape, subject to GM discretion. The faerie beast may not possess natural attacks in excess of what an faerie beast of equivalent level could have, including natural attacks that form part of its natural shape. It also cannot select the incorporeal form, large, no breath, undead appearance or unnatural aura evolutions. If the faerie beast selects the damage reduction evolution, its DR is overcome by lawful-aligned attacks and cold iron weapons alone.

Intelligence 6: Rather than using the standard Intelligence score for the type of animal it is based on, a faerie beast begins play with an Intelligence score of 6.

Low-Light Vision: Faerie beasts can see twice as far as humans in conditions of dim light.

Share Spelltricks (Ex): The feywarden may use a spelltrick with a target of “You” on her faerie beast (as a touch range spell) instead of on herself. A feywarden may cast spells on her faerie beast even as if though it were an animal, despite the fact that faerie beasts are fey. This ability does not allow the animal to share other spell-like abilities besides spelltricks with the feywarden.

Sylvan: The faerie beast can speak and understand Sylvan. It can learn additional languages by investing skill ranks in Linguistics.

Evasion (Ex): If a faerie beast is subjected to an attack that normally allows a Reflex saving throw for halfdamage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): A faerie beast gains a +4 morale bonus on Will saves against enchantment spells and effects.

Ability Score Increase: The faerie beast adds +1 to any one of its ability scores.

Multiattack: A faerie beast gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the faerie beast instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a faerie beast takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.